Virtual RealityExploring the opportunities of VR in Higher Education
Since late 2016, the Learning Innovation team have been investigating VR’s potential application in higher education. We’re interested in how VR might enable new pedagogic practices and, in the posts below, have been musing how it could – or should – be deployed in the future to support curriculum delivery. To do this, the team has been collaborating with colleagues to pioneer the design and development of immersive learning experiences.
Lawrence Kizilkaya | Sept 1, 2017
If you have an idea for an educational Virtual Reality (VR) experience, our suitability toolkit asks you questions to help you decide whether VR is the right platform for your learning content. It is easy to be taken in by the novelty and appeal of VR, but there are some important aspects of VR which can either make or break a learning experience. read more
Jamie Daniels | Nov 29, 2016
High-end Virtual Reality (VR) headsets such as the HTC Vive, PSVR and now the Oculus Rift, can all be used with a gesture controller. The big problem with delivering VR solutions to OU students is that they cannot be expected to own expensive equipment, and the kinds of advanced interactions that gesture controllers enable are therefore unavailable for us to use. read more
Lawrence Kizilkaya | Nov 4, 2016
I start my inaugural blog post with some thoughts about Virtual Reality (VR) and its place within the HE sector and education as a whole. In taking up the mantle of designing educational and pedagogically worthwhile VR experiences, it seems a lot has been, and has yet to be, learnt about what VR can bring to our students. read more